German night turns?

Decisive Campaigns: Ardennes Offensive is the fourth wargame in the Decisive Campaign series. Covering the battles in the Ardennes between December 1944 and January 1945, it brings to life Operational wargaming by lowering the scale to just above tactical level.

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jzardos
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German night turns?

Post by jzardos »

So I'm wondering what most German players do during the first few night turns. Push or try and resupply/rest? Also, some new orange 'Truck' symbols on the map. No idea what they are.

thanks
Oberst_Klink
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RE: German night turns?

Post by Oberst_Klink »

ORIGINAL: jzardos

So I'm wondering what most German players do during the first few night turns. Push or try and resupply/rest? Also, some new orange 'Truck' symbols on the map. No idea what they are.

thanks
Depends if there's been an early breakthrough achieved. I usually use the night turn to bring the artillery formations closer to the front. If possible, I also use the Div or Korps HQ to distribute motorized assets to the frontline units, e.g. if you remember, some KG lack of motor and mechanized transport. Movement of front line units or combat, if not really necessary, I try to avoid. The penalties for getting ambushed are not worth it.

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Stelteck
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RE: German night turns?

Post by Stelteck »

ORIGINAL: Oberst_Klink
Movement of front line units or combat, if not really necessary, I try to avoid. The penalties for getting ambushed are not worth it.

Klink, Oberst

Ho yes being ambushed at night is really painfull !!! It hurts a lot.
Brakes are for cowards !!
briklebritt
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RE: German night turns?

Post by briklebritt »

ORIGINAL: Oberst_Klink

If possible, I also use the Div or Korps HQ to distribute motorized assets to the frontline units, ..

How do you do this? Moving the HQ in same hex as the unit and micro? I thought HQ would send replacements automatically to front line troops when the reinforcements arrives at turn start..
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carll11
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RE: German night turns?

Post by carll11 »

Speaking of HQ's should Corp. HQs be moved forward as well? Whats the optimum Corp to div. distance?
Stelteck
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RE: German night turns?

Post by Stelteck »

ORIGINAL: carll11

Speaking of HQ's should Corp. HQs be moved forward as well? Whats the optimum Corp to div. distance?

In my opinion only the HQ where the combat unit is attached is taken into account.

So the Corps HQ will be taken into account only if the division HQ is going into battle (bad idea) or to Corps attached artillery. So the Corps HQ shall be with the Corps Artillery.
Brakes are for cowards !!
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jzardos
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RE: German night turns?

Post by jzardos »

ORIGINAL: Oberst_Klink

ORIGINAL: jzardos

So I'm wondering what most German players do during the first few night turns. Push or try and resupply/rest? Also, some new orange 'Truck' symbols on the map. No idea what they are.

thanks
Depends if there's been an early breakthrough achieved. I usually use the night turn to bring the artillery formations closer to the front. If possible, I also use the Div or Korps HQ to distribute motorized assets to the frontline units, e.g. if you remember, some KG lack of motor and mechanized transport. Movement of front line units or combat, if not really necessary, I try to avoid. The penalties for getting ambushed are not worth it.

Klink, Oberst


thanks, so what are the Orange truck symbols on the map?
pedro0930
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RE: German night turns?

Post by pedro0930 »

ORIGINAL: jzardos

ORIGINAL: Oberst_Klink

ORIGINAL: jzardos

So I'm wondering what most German players do during the first few night turns. Push or try and resupply/rest? Also, some new orange 'Truck' symbols on the map. No idea what they are.

thanks
Depends if there's been an early breakthrough achieved. I usually use the night turn to bring the artillery formations closer to the front. If possible, I also use the Div or Korps HQ to distribute motorized assets to the frontline units, e.g. if you remember, some KG lack of motor and mechanized transport. Movement of front line units or combat, if not really necessary, I try to avoid. The penalties for getting ambushed are not worth it.

Klink, Oberst


thanks, so what are the Orange truck symbols on the map?

That means your logistic attempted to trace supply through that route but encountered enemy presence that your forces didn't know about.
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jzardos
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RE: German night turns?

Post by jzardos »

These . . .



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Stelteck
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RE: German night turns?

Post by Stelteck »

Hidden Ennemy troops reported !!! Most reports are from your logistical network. Poor truckers.
Brakes are for cowards !!
Oberst_Klink
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RE: German night turns?

Post by Oberst_Klink »

One of the most interesting bits of Vic's games are logistics. It's just so darn realistic, compared to other games of that scale. It makes you think twice which route to take, how many units to channel through a single road, etc. Atm I am figuring out the best routes of advance for St. Vith and I might be able to share it before Null-Tag.

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Jagger2002
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RE: German night turns?

Post by Jagger2002 »

The big advantage of resting at night is the recovery bonus to vigor.

Vigor determines a unit's maximum readiness. Readiness cannot be any higher than vigor. Readiness is a very important combat factor. Moving, attacking and suffering combat casualties reduce vigor.

Vigor goes up by 15 points a turn if a unit does not move or attack or offensively bombard/fire at the enemy. If a unit is non-moving and defensive and suffers casualties, vigor will still go up but at a slower rate than 15 points a turn.

At night, there is a 50% bonus to recover vigor. Independent of nighttime, there is also a 50% bonus if a unit is outside of enemy Zones of Control. So at night, a unit can potentially increase vigor by 22.5 points by remaining stationary. If also out of enemy ZOC, 30-33 vigor points can be recovered dependent on how those bonuses are calculated. All that assumes you are stationary and the enemy leaves you alone. During daytime, within enemy ZOC, you can only increase by 15 pts and 22.5 pts if outside enemy ZOC.

Outside of night consideration, apparently the lower your vigor, the slower the recovery. No specifics on it but it sounds like if vigor is below 50, the vigor recovery rate starts dropping from the standard 15 point recovery.

Basically at night, it is best not to move units with low vigor. Whether you move units at night is heavily dependent on what sort of vigor is necessary for the unit to perform the mission you have planned for the unit in the morning.
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carll11
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RE: German night turns?

Post by carll11 »

ORIGINAL: briklebritt

ORIGINAL: Oberst_Klink

If possible, I also use the Div or Korps HQ to distribute motorized assets to the frontline units, ..

How do you do this? Moving the HQ in same hex as the unit and micro? I thought HQ would send replacements automatically to front line troops when the reinforcements arrives at turn start..


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